Board game

ABSTRACT

A board game that combines the traditional Asian counting system of tally marks; basic addition skills; vertical and horizontal tracking of tally numeral combinations; and strategic sequential placement of same-color Game Tiles is disclosed. Generally, the goal is to place five same-color game tiles in a sequential row or column—and have their collective tally sum equal to the white tally numeral on the black tiles that flank both ends of the sequential row or column. The first person or team to place five same-color game tiles in a sequential row or column—and have their collective tally sum equal to the white tally numeral on the black tiles that flank both ends of the sequential row or column—is the winner of the game. The winner is the first person or team to win three games.

CROSS-REFERENCE TO RELATED APPLICATION

This is a Divisional of U.S. patent application Ser. No. 12/804,562,filed Jul. 22, 2010 entitled Board Game.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates generally to a board game, and moreparticularly to a tile-based multi-player board game that may beimplemented as a physical board game or an electronic game.

2. Description of the Related Art

Various board games used for entertainment and educational purposes arewell known. Some board games are games of chance, while others requirethe players to utilize skills or strategy to win. In addition, gamesutilizing components having number or indicia are known, such as dice,dominoes, etc.

SUMMARY OF THE INVENTION

In general, the present invention is a board game is called WARIFU™(Japanese for “tally”), that combines the traditional Asian countingsystem of tally marks; basic addition skills; vertical and horizontaltracking of tally numeral combinations; and strategic sequentialplacement of same-color Game Tiles.

In a preferred embodiment, the goal of WARIFU™ is to place fivesame-color game tiles in a sequential row or column—and have theircollective tally sum equal to the white tally numeral on the black tilesthat flank both ends of the sequential row or column. The center of theGame Board has a total of 25 squares (five rows and five columns of fivesquares each) providing 10 options for players to make a winningcombination of five sequential same-color game tiles. Players taketurns, one at a time moving clockwise around the table, placing onecolored game tile on one Game Board square, simultaneously blockingtheir opponents game play options while increasing their strategicadvantage (see Game Play instructions below). The first person or teamto place five same-color game tiles in a sequential row or column—andhave their collective tally sum equal to the white tally numeral on theblack tiles that flank both ends of the sequential row or column—is thewinner of the game. The WARIFU™ Champion is the first person or team towin three games.

More particularly, according to one embodiment of the present invention,a game comprises a game board having a plurality of playing squaresarranged in rows and columns; a plurality of Frame Tiles, wherein aFrame Tile is placed on at least one end of each row and each column,each Frame Tile comprising an indicia of a numeral; a plurality of GameTile sets, each Game Tile comprising an indicia of a numeral, and eachplayer having a set of Game Tiles; wherein each player places a GameTile from his/her set in one of the playing squares on the game boardwith the goal that the player's Games Tiles fill every playing square ina row or column, and a sum of the indicia of numerals on the player'sown Game Tiles in either a row or column equals the indicia of a numeralon a Frame Tile at an end of either the row or column. Additionally, aFrame Tile may be placed on both ends at each row and each column, suchthat a Frame Tile placed on a first end of a row has a same indicia of anumeral as a Frame Tile placed on an opposite end of the row and whereina Frame Tile placed on a first end of a column has a same indicia of anumeral as a Frame Tile placed on an opposite end of the column.

According: to another embodiment of the present invention, the gamecomprises a game board comprising 49 squares arranged in 7 rows and 7columns, with four Corner Squares, 20 Frame Squares on a perimeter ofthe game board, and 25 Center Squares; a plurality of Frame Tiles,wherein a Frame Tile is placed on each end of each row and each columnin a Frame Square, each Frame Tile comprising an indicia of a numeralfrom 5 to 14, inclusive, such that a Frame Tile placed on a first end ofa row has a same indicia of a numeral as a Frame Tile placed on anopposite end of the row, and wherein a Frame Tile placed on a first endof a column has a same indicia of a numeral as a Frame Tile placed on anopposite end of the column; four Corner Tiles, each Corner Tile placedon one Corner Square; a plurality of Game Tiles, each Game Tilecomprising an indicia of a numeral from 0 to 4, inclusive; wherein eachplayer places a Game Tile in one of the center playing squares on thegame board in a manner such that a sum of the indicia of numerals on theplayer's own Game Tiles in either a row or column equals or is less thanthe indicia of a numeral on a Frame Tile at an end of either the row orcolumn.

A method of playing a board game according to the present inventioncomprises on a game board having a plurality of squares arranged in rowsand columns, placing a Frame Tile, each Frame Tile having an indicia ofa numeral, at an end of each row and each column before game play;assigning a unique set of Game Tiles to each player or team; each playeror team in turn placing a Game Tile from the unique set on a playingsquare, each Game Tile having an indicia of a numeral wherein a firstplayer or team to place its Game Tiles completely filling the playingsquares in a row or column, such that a sum of the indicia of numeralson the Game Tiles in an intersecting row or column equals the indicia ofa numeral on the Frame Tile at an end of the row or column, wins thegame.

The present invention may also be implemented as a computer orelectronic game. Accordingly, in one embodiment of the present inventiona computer readable medium comprises computer code for forming a gameboard having a plurality of playing squares arranged in rows andcolumns; computer code for creating a plurality of Frame Tiles, whereina Frame Tile is placed on at least one end of each row and each column,each Frame Tile comprising an indicia of a numeral; computer code forcreating a plurality of Game Tile sets, each Game Tile comprising anindicia of a numeral, and each player having a set of Game Tiles; andcomputer code to allow each player to place a Game Tile from his/her setin one of the playing squares on the game board with the goal that theplayer's Games Tiles fill every playing square in a row or column, and asum of the indicia of numerals on the player's own Game Tiles in eithera row or column equals the indicia of a numeral on a Frame Tile at anend of either the row or column.

An electronic game system for playing an electronic game comprises aprocessor for executing program code instructions; a computer readablemedium storing computer code instructions, the computer codeinstructions comprising computer code instructions for forming a gameboard having a plurality of playing squares arranged in rows andcolumns; computer code instructions for creating a plurality of FrameTiles, wherein a Frame Tile is placed on at least one end of each rowand each column, each Frame Tile comprising an indicia of a numeral;computer code instructions for creating a plurality of Game Tile sets,each Game Tile comprising an indicia of a numeral, and each playerhaving a set of Game Tiles; and computer code instructions to allow eachplayer to place a Game Tile from his/her set in one of the playingsquares on the game board with the goal that the player's Games Tilesfill every playing square in a row or column, and a sum of the indiciaof numerals on the player's own Game Tiles in either a row or columnequals the indicia of a numeral on a Frame Tile at an end of either therow or column.

BRIEF DESCRIPTION OF THE DRAWINGS

The present invention will be readily understood by the followingdetailed description in conjunction with the accompanying drawings, inwhich:

FIG. 1A illustrates the basic game components and packaging according toan embodiment of the present invention;

FIG. 1B illustrates unique square-shape game tiles with recessed tallynumerals from 0 to 14;

FIG. 1C illustrates a black bamboo-slated game board mat, unrolled flat;

FIG. 2A illustrates the Game Board Mat with Corner Squares, FrameSquares, and Center Squares;

FIG. 2B illustrates the Game Board and the location of the Grid ofsquares indicated by dots on the game board;

FIG. 3A illustrates the placement of colored Game Tiles and Frame Tileson the game board squares;

FIG. 3B illustrates the placement of Black Frame Tiles on the rows;

FIG. 3C illustrates the placement of Black Frame Tiles on the columns;

FIG. 4A illustrates an example of a Corner Black Tile;

FIG. 4B illustrates an example of Scoring Tiles;

FIG. 4C illustrates a player's Wall of Tiles during game play;

FIG. 4D illustrates a player's Stack of Tiles;

FIG. 4E illustrates the Frame Tiles;

FIG. 4F illustrates the Game Tiles;

FIG. 4G illustrates a Flat of Tiles;

FIG. 5A illustrates an Easy Game Tile Chart;

FIG. 5B illustrates a Challenging Game Tile Chart;

FIG. 5C illustrates a Difficult Game Tile Chart;

FIG. 5D illustrates a Complex Game Tile Chart;

FIG. 5E illustrates a Beginner Frame Tile Chart;

FIG. 5F illustrates an Intermediate Frame Tile Chart;

FIG. 5G illustrates an Advanced Frame Tile Chart;

FIG. 6A illustrates an Incorrect Move during game play;

FIG. 6B illustrates a Correct Move during game play;

FIG. 6C illustrates an Empty Board Move game rule during game play;

FIG. 6D illustrates a Full Board Move game rule during game play;

FIG. 7A illustrates a Winning Move during game play;

FIG. 7B illustrates a Tally Numeral Tile Chart;

FIG. 7C illustrates Scoring Tile and Corner Tile placement;

FIG. 8A illustrates the preferred dimensions of a Game Board Mat;

FIG. 8B illustrates the back of a Game Board Mat;

FIG. 8C illustrates the Game Board Mat rolled up;

FIG. 9A illustrates a preferred Game Box;

FIG. 9B illustrates the Game Board stored in the Game Box;

FIG. 9C illustrates a side-view of the Game Box;

FIG. 9D illustrates the Game Tiles stored in the Game Box;

FIG. 10A illustrates a complete set of 24 Game Tiles;

FIG. 10B illustrates the front side of Colored Game Tiles with recessedTally numerals;

FIG. 10C illustrates the back side of Colored Game Tiles;

FIG. 10D illustrates a Tally Numeral chart for numbers 0 to 4;

FIG. 10E illustrates one set of three Scoring Tiles with black border;

FIG. 11A illustrates Black Corner Tiles;

FIG. 11B illustrates Black Frame Tiles with white tally numeralsrecessed on the front side of each tile;

FIG. 11C illustrates the back side of Black Frame Tiles; and

FIG. 11D illustrates a Tally Numeral Chart for numbers 5 to 14.

DETAILED DESCRIPTION OF THE INVENTION

The following description is provided to enable any person skilled inthe art to make and use the invention and sets forth the best modescontemplated by the inventor for carrying out the invention. Variousmodifications, however, will remain readily apparent to those skilled inthe art. Any and all such modifications, equivalents and alternativesare intended to fall within the spirit and scope of the presentinvention.

Board Game Overview

The present board game is called WARIFU™ (Japanese for “tally”) and is aJapanese-influenced board game (FIG. 1) that combines the traditionalAsian counting system of tally marks; basic addition skills; verticaland horizontal tracking of tally numeral combinations; and strategicsequential placement of same-color Game Tiles. The game will describedherein in view of a particular preferred embodiment, however it isunderstood that within the rules and parameters of the game describedherein, the specific storage box, game board game pieces, etc. may bemodified as desired. According to the preferred embodiment, WARIFU™ usesa black bamboo-slatted mat as the game board (FIGS. 1A, 1C); uniquesquare-shape solid-colored tiles with recessed tally marks as the gamepieces (FIG. 1B); and a Japanese-inspired black treasure box to storethe game components (FIG. 1A).

The goal of WARIFU™ is to place five same-color game tiles in asequential row or column—and have their collective tally sum equal tothe white tally numeral on the black tiles that flank both ends of thesequential row or column (FIG. 7A). The center of the Game Board has atotal of 25 squares (five rows and five columns of five squares each)providing 10 options for players to make a winning combination of fivesequential same-color game tiles, as illustrated in FIG. 2. Players taketurns, one at a time moving clockwise around the table, placing onecolored game tile on one Game Board square, simultaneously blockingtheir opponents game play options while increasing their strategicadvantage (see Game Play instructions below). The first person or teamto place five same-color game tiles in a sequential row or column—andhave their collective tally sum equal to the white tally numeral on theblack tiles that flank both ends of the sequential row or column—is thewinner of the game (FIG. 7A). The WARIFU™ Champion is the first personor team to win three games.

WARIFU™ can be played with 2 to 3 players, 2 to 3 pairs of players(teams), and an odd or even number of players. The game is recommendedfor players ages 12 and older. Minimal game expertise or skills arerequired, only: simple counting and addition of tally numerals verticaland horizontal tracking of tally numerals; and sequential placement ofsame-color game tiles. WARIFU™ can be customized for beginner,intermediate and advanced player skill levels; the numeric combinationof tally game tiles players use during game play impacts a player's gamestrategy and ease of ability to win a game (FIGS. 5A-5D); the locationof the matching white tally numerals that flank both ends of each columnand row on the game board border has a direct impact on the game's easeof playability (FIGS. 5E-5G).

The game's ease of playability, the combination of luck and skill ingame play strategy, and the option to play with either odd or evennumber of players makes it an inclusive and fun source of entertainment.While the game is described herein using standard physical board gamecomponents, the WARIFU™ Board Game can also be made into an interactiveelectronic game, computer game or as a cell phone application, withplayers competing against the electronic device or online against otherplayers. WARIFU™ play transcends language barrier as there are no wordsused on any of the game components and no words that have to be read aspart of game play. Only the game play instruction sheet needs to betranslated. WARIFU™'s tally numerals and simple counting system areeasily interpreted by different cultures.

DETAILED DESCRIPTION OF THE FIGURES

One embodiment of the present invention will be described in detailbelow with respect to the accompanying figures. An introductorydescription of each figure is provided herein:

FIG. 1A illustrates the Game Box lid 1, which lifts off to reveal thegame components inside the Game Box. Twenty black Frame tiles, threesets of three colored Scoring Tiles, and three sets of twenty-fourcolored Game Tiles are stored in compartments in the base 2 of the GameBox. The Game Board 3 is rolled-up for compact storage and placed on topof the Game Tiles inside the Game Box. FIG. 1B, shows the uniquesquare-shaped Game Tiles with recessed tally numerals from 0 to 14. FIG.1C illustrates the black bamboo-slated Game Board Mat unrolled flat foruse.

FIG. 2A illustrates the proper placement of the various game tiles onthe Game Board Mat. Black Corner Square tiles are placed on the fourcorner perimeter squares. The tiles are placed on the corners before thegame begins. The Frame Squares are the 20 squares on the perimeter ofthe Game Board grid, not including the corner squares. Black and whiteFrame Tiles are placed on the Frame Squares before the game begins.Center Squares are the 25 squares enclosed by the Frame Squares. ColoredGame Tiles are placed on Center Squares by players during game play. Thecenter area has five columns and five rows of five squares each. Eachcolumn and row of five squares is flanked at both ends by a Frame Tilewith matching tally numerals. FIG. 2B illustrates the Game Board Mathaving 49 squares outlined by small raised (purple) blocks on the GameBoard, which dictate the placement of the tiles and prevents them fromshifting during play.

FIG. 3A illustrates the placement of Colored Game Tiles and Black FrameTiles on the Game Board squares. The small purple blocks outline thesquares where the Black Frame Tiles are placed, and small black blocksoutline the squares where the Colored Game Tiles are placed. FIG. 3Billustrates the Black Frame Tile placement on the rows, with matchingtally numerals placed at each end of each row. FIG. 3C illustrates theBlack Frame Tile placement on the columns, with matching tally numeralsplaced at each end of each column.

FIG. 4A shows a Corner Tile which are preferably black with thethree-colored WARIFU™ name on both sides. Corner Tiles are placedpre-game on the Corner Squares of the Game Board. FIG. 4B illustratesthree Scoring Tiles. The Scoring Tiles are preferably colored in threeseparate sets of: tangerine-orange, violet-purple, and lime-green, allwith black borders, and the black WARIFU™ name on both sides. To keepscore, the winner of a WARIFU™ game places one of his/her Scoring Tileson a Corner Square, and stacks an additional Scoring Tile for eachadditional win. FIG. 4C illustrates a “Wall of Tiles” according to thepresent game, in which a player places three randomly selected tilesfrom their Stack on-edge during game play with the tally numerals-sideof the tile only visible to the player. FIG. 4D illustrates a “Stack ofTiles”, which refers to a player's Game Tiles that have been removedfrom game play—either by forfeiting a turn or a penalty call—and stackednext to the player one on tip of the other with the tally numeral sideup.

FIG. 4E illustrates Frame Tiles, which are preferably black tiles withwhite tally numerals. They are placed pre-game on the Frame Squares ofthe Game Board. FIG. 4F illustrates three sets of game tiles. Each setis a different color, and preferably tangerine-orange, violet-purple andlime-green, with black tall numerals 0 to 4. Each player or team selectsone set of colored Game Tiles to use during game play. FIG. 4Gillustrates a Flat of tiles, which refers to a player's Game Tiles thatthey draw from during game play. Pre-game, a player spreads his/her setof colored Game Tiles on a smooth flat surface—tally numeral side downand WARIFU™ name side up, and shuffles.

FIG. 5A illustrates the Game Tile combination for EASY game play (sixeach of “0” and “1” tiles, and four each of “2”, “3” and “4” tiles).FIG. 5B illustrates the Game Tile combination for CHALLENGING game play(five each of “0” and “1” tiles, and four each of “2”, “3” and “4”tiles). FIG. 5C illustrates the Game Tile combination for DIFFICULT gameplay (four each of “0”, “2”, “3” and “4” tiles, and five “1” tiles).FIG. 5D illustrates the Game Tile combination for COMPLEX game play(four tiles each of “0”, “2”, “3” and “4”).

FIG. 5E illustrates a Beginner Frame Tile Chart. Frame Tiles are placedon both the top and bottom row of the Frame Squares, from left to right,in the following order: #5, #14, #6, #13, and #12. Frame Tiles areplaced on the left and right columns of the Frame Squares, from top tobottom, in the following order: #12, #8, #11, #9 and #10.

FIG. 5F illustrates an Intermediate Frame Tile Chart. Frame tiles areplaced on both the top and bottom row of the Frame Squares, from left toright, in the following order: #5, #7, #9, #11, and #13. Frame Tiles areplaced on the left and right columns of the Frame Squares, from top tobottom, in the following order: #6, #8, #10, #12 and #14.

FIG. 5G illustrates an Advanced Frame Tile Chart, Frame tiles are placedon both the top and bottom row of the Frame Squares, from left to right,in the following order: #5, #6, #7, #8, and #9. Frame Tiles are placedon the left and right columns of the Frame Squares, from top to bottom,in the following order: #10, #11, #12, #13 and #14.

FIG. 6A illustrates an Incorrect Move on the Game Board. An IncorrectMove occurs when a player places a Game Tile on a Center Square (a), andthe collective sum of the all the Game Tiles in the intersecting row (b)or column (e) exceeds the white tally numeral on the black tiles thatflank both ends of the intersecting row (f) or column (c).

FIG. 6B illustrates a Correct Move on the Game Board. A Correct Moveoccurs when a player places a Game Tile on a Center Square (a) and thecollective sum of all Game Tiles in the intersecting row (c) or column(b) is equal to or less than the white tally numeral on the black tilesthat flanks both ends of the intersecting row (e) or column (d).

FIG. 6C illustrates an Empty Board Move Rule. An Empty Board Move Ruleapplies when there are one or more empty Center Squares (a) on the GameBoard. An Empty Board Move occurs when a player places a Game Tile on anempty Center Square (a).

FIG. 6D illustrates a Full Board Move rule. A Full Board Move Ruleapplies when there are no more empty Center Squares on the Game Board. AFull Board Move occurs when a player removes an opponents Game Tile (a)from one of the Center Squares and replaces (b) it with one of his/herown Game Tiles (c). Opponent's tiles are a different color than aplayer's game tile.

FIG. 7A illustrates a Winning Move. A Winning Move occurs when a playerplaces five same-color Game Tiles in a sequential row or column (a) andthe collective sum of all Game Tiles in the intersecting row or columnequals the white tally numeral (b) that flank both ends of theintersecting row or column (“o” is an orange tile; “p” is a purpletile). FIG. 7B shows the numeric conversion of the tally numeral tiles.FIG. 7C illustrates the placement of a Scoring Tile (a) on top of adesignated Corner Tile (b) on the Game Board each time a player wins agame. For multiple wins, a player places his/her Scoring Tile on top ofthe other Scoring Tile(s) on the same Corner Tile (b).

FIG. 8A illustrates the design and layout of a preferred Game Board. TheGame Board is generally square and formed from bamboo or plastic slats.The Game Board surface has a grid of 49 squares, outlined by smallblocks (a). The grid is placed in a diamond pattern (c) making it easierfor players to pick up the square Game Tiles (d) from their sides. Asshown in FIG. 8B, the bamboo or plastic slats are attached together byfive strips of sturdy fabric evenly spaced, and running perpendicular tothe slats. The strips may be glued to the slats. The Game Board can berolled-up for easy storage as shown in FIG. 8C.

FIG. 9A shows a preferred game storage box. The Game Box is made of ¼″thick bamboo, and has an overhanging lid (FIG. 9C). The lid 4 can beremoved, revealing the Game Board 5, as shown in FIG. 9B. The variousgame tiles 6 are stored below the Game Board, as shown in FIG. 9D.

FIG. 10A shows one complete set of 24 Game Tiles: six zero or blanktiles; six tally one tiles; and four each of tally two, three and fourtiles. Each tile is approximately 1¾″W×1¾″L×¾H). There are three sets of24 Game Tiles, each set with a unique color. In a preferred embodiment,the sets are tangerine-orange, violet-purple, and lime-green. FIG. 10Bshows a Game Tile having recessed black tally numerals. FIG. 10C showsthe back side of a colored Game Tile having a recessed black “WARIFU”name. FIG. 10D show a tally numeral chart for the numbers 0 to 4. FIG.11E shows one set of three Scoring Tiles with black borders and recessedblack “WARIFU” name on both sides. There are three sets of ScoringTiles—one set in each color.

FIG. 11A shows the black Corner Tiles. FIG. 11B shows the Black FrameTiles with recessed white tally numerals on one side. There are two setsof five black and white tiles with tally numerals “5” through “9” (a)and two sets of five black and white tiles with tally numerals “10”through “14” (b). FIG. 11C shows the back side of the Black Frame Tiles,and FIG. 11D is a tally numeral chart for the numbers “5” through “14”.

Game Components Overview

WARIFU™ game components include:

-   -   24 tangerine-orange, 24 violet-purple and 24 lime-green        solid-colored plastic square Game tiles (FIG. 10A) with recessed        tally numerals on the front side (FIG. 10B) and recessed black        WARIFU™ name on the back side (FIG. 10C).    -   Three tangerine-orange, three violet-purple and three lime-green        Scoring Tiles with black borders and recessed black WARIFU™ game        name on both sides of Scoring tiles (FIG. 10E).    -   Twenty black Frame tiles with recessed white tally numerals on        the front side (FIG. 11B) and recessed white WARIFU™ name on the        back side (FIG. 11C).    -   Four black Corner Tiles with recessed tri-color (FIG. 11-A)        WARIFU™ name on both sides of tile (FIG. 12A).    -   One bamboo-slatted (or plastic slatted) black mat that unrolls        to become a square flat sturdy game board (FIG. 8A, 8B) and        rolls-up for compact storage (FIG. 8C).    -   One black rectangle bamboo (or premium deep density cardboard)        box (FIG. 9A, 9C) with a lid that lifts off (FIG. 9B(4)) to        reveal compartments to organize and store the colored game tiles        (FIG. 9D(6)), the rolled-up game board mat (FIG. 9B(5)) and the        game instruction sheet.

The black Game Board Mat comprises 17 one-inch wide bamboo slats (FIG.8A) attached together by five black sturdy fabric runners runningperpendicular to the slats and glued to the slats at evenly spacedpoints on the bottom side of each slat (FIG. 8B). The Game Board canalso be made of black plastic slats attached together by five flexiblewires running perpendicular through the center of each slat and knottedto secure the slats together. The Game Board surface has a grid of 49squares (FIG. 8A), outlined by small black and purple raised blocks(FIG. 28) in a diamond pattern (FIG. 8A(c)) that dictate the placementof the square game tiles and prevent them from shifting during game play(FIGS. 2A, 3A).

Before game play begins, the 24 black tiles are placed on the perimetersquares of the game board grid as shown in FIG. 3A:

-   -   Four black Corner Tiles with the tricolor WARIFU™ name recessed        on both sides (FIG. 11A) are placed on the corner perimeter        squares (FIG. 2A).    -   Twenty Black Frame tiles (FIGS. 11B, 11C) with white recessed        tally numerals (two each of tally numeral combinations of 5, 6,        7, 8, 9, 10, 11, 12, 13, and 14 on the front side and the white        WARIFU™ name recessed on the back side) are placed between the        corner perimeter squares (FIG. 2A, 3A) with the matching white        tally numerals positioned at opposite ends of each row and        column (FIGS. 3B, 3C).        The remaining 25 Center Squares (FIG. 2A) on the Game Board        enclosed by the black tile border (FIG. 3A) creates 5 rows and 5        columns of 5 squares each and are where the players place their        colored game tiles during game play. (FIG. 3A) WARIFU™ is played        with two or three individual or pairs (team) of players. Each        player or team selects one set of 24 tangerine-orange,        violet-purple or lime-green Game tiles (FIG. 10A) and one set of        three matching colored Scoring Tiles (FIG. 10E).        Unique Game Elements        Square Game Pieces with Tally Numerals    -   Square solid-colored plastic game pieces with recessed tally        numerals (FIG. 10A).    -   The tally numerals can be interpreted and counted from all sides        and angles of the game board.    -   Tally numerals are easily interpreted internationally by        different cultures.    -   Square game pieces (1¾″W×1¾″L×½″H) are used as player Game Tiles        (FIG. 10), as Scoring tiles (FIG. 10E) and as part of the Game        Board (FIGS. 3B, 11B).        Bamboo-Slatted Game Board Mat    -   The Game board is a bamboo-slatted (or plastic-slated) black mat        (FIGS. 8A, 8B, 8C) that unrolls to lie flat during game play        (FIG. 1C) and after game play rolls-up for compact storage (FIG.        1A) in the Game Box.    -   The Game Board and game tiles have no words or game play        instructions attached; only tally marks (FIGS. 11B, 10A) and the        WARIFU™ game name (FIGS. 11C, 10C, 10E) are on the game        components.    -   The Game Board Grid border is outlined by small raised blocks to        dictate placement of the Black and Colored Tiles and prevent        them from shifting during game play (FIGS. 8A, 3A). The purple        raised blocks on the perimeter of the Game Board Grid (FIGS. 8A,        3A) identify the placement of where the Black Frame Tiles are        placed on the Game Board; the center black raised blocks        identify the placement of where the Colored Game Tiles are        placed during game play (FIG. 2B).    -   Interchangeable Black Frame Tiles allow players to adjust the        skill level (FIGS. 5E, 5E, 5G) and create a new game board at        the beginning of each new WARIFU™ game.        Adjustable Skill Level    -   The WARIFU™ game can be customized for beginner (FIG. 5E),        intermediate (FIG. 5F) and advanced (FIG. 5G) player skill        levels.    -   The location of the white tally numerals on the game board        border impacts the ease of playability (FIGS. 5E, 5F, 5G).    -   The numeric combination of tally game tiles players use during        game play impacts a player's game strategy and ease in winning a        game (FIGS. 5A, 5B, 5C, 5D).        Game Appeal    -   WARIFU™ game name is Japanese for “tally”.    -   WARIFU™ game uses the traditional Asian counting system of tally        marks (FIG. 1B, 10D, 11D).    -   WARIFU™ game board is similar to a Japanese bamboo-slatted mat,        providing a solid flat surface when open during game play and        ability to be rolled-up for compact storage (FIGS. 1A, 1C).    -   WARIFU™ graphics and game components use traditional Japanese        kimono colors: jet-black, snow-white, tangerine-orange,        violet-purple, and lime-green.    -   WARIFU™ black bamboo game box reflects the shape and style of a        Japanese treasure box (FIG. 9A, 9B 9C, 9D).        Luck of the Draw    -   Players randomly draw game tiles, with the tally numeral hidden        from view, from their shuffled pile of game tiles during game        play.    -   Order of random draw of game tiles impacts a player's offense        and defense game play strategy.    -   Players only have three game pieces with tally numerals exposed        in their hand at one time to choose from during game play.        Minimal Game Play Skills Required    -   Simple counting and addition of tally numerals.    -   Vertical and horizontal tracking of numerals.    -   Sequential placement of same-color game pieces.        Tally Strategy    -   Game strategy constantly shifts between offense and defense,        forcing players to choose between advancing their position on        the game board and blocking their opponents ability to advance.    -   Each player uses an identical numeric combination of game tiles        during game play (FIG. 5A, 5B, 5C, 5D).    -   Advanced player strategy includes tracking the tally numerals        already in play by their opponents to identify the tally        numerals not yet in play.        Player Flexibility    -   Game can be played with both an odd and even number of        players—in combinations of 2 to 6.    -   Game can be played with diverse age group—adults with children.        Familiar Game Play Elements    -   Game objective includes placing five same-color game pieces in a        sequential row or column.    -   Game play requires vertical and horizontal tracking of numerals.    -   Game strategy constantly shifts between offense and        defense—forcing players to choose between advancing their        position on the game board and blocking their opponent's ability        to advance.    -   Game pieces are smooth—solid colored—plastic—game pieces similar        to a Domino—but with a unique square shape and recessed tally        numerals.        Glossary of WARIFU™ Game Terms        Tiles

-   TILES are square (1¾″ w×1¾″ d×½″ h) solid-plastic game pieces used    as part of the game board, a tool for game scoring and for game    play. Their color and markings dictate their function. (FIGS. 4A-4F)    Corner Tiles

-   CORNER tiles are black tiles with the tri-color WARIFU™ name on both    sides. They are placed pre-game on CORNER squares of the game board    GRID. (FIG. 11A)    Frame Tiles

-   FRAME tiles are black & white tiles with white tally numerals and    white WARIFU name. They are placed pre-game on the FRAME squares of    the Game Board GRID. (FIG. 11B)    Game Tiles

-   GAME tiles are orange, purple and green colored TILES with black 0    to 4 tally numerals. Each player or team selects one set of GAME    tiles to use during game play. (FIG. 10A)    Scoring Tiles

-   SCORING tiles are colored TILES with black borders and the black    WARIFU™ name (FIG. 10E). To keep score, the winner of a WARIFU™ game    places one of their SCORING tiles on a CORNER Square (FIG. 7A). For    multiple wins, the SCORING tiles are stacked. (FIG. 7C)    WARIFU™ Game Champion

-   The first player to win three WARIFU games and hence have three    same-colored SCORING tiles stacked on the game board, is the WARIFU™    Game Champion. (FIG 7C)    Flat (of Tiles)

-   FLAT of tiles refers to a set of player's GAME tiles they draw from    during game play. (FIG. 10A)

-   Pre-game, a player's FLAT is spread out (no stacking) on a smooth    flat surface with the tally numeral side-down and WARIFU™ game name    side-up (FIG. 4G). Each player mixes their FLAT by sliding the tiles    around.    Stack (of Tiles)

-   STACK of tiles refers to a player's GAME tiles that have been    removed from game play, by either “forfeiting a turn” or “penalty    call”, and stacked one on top of the other with the tally numeral    side-up next to the player (FIG. 10B). The player with the least    amount of STACK tiles is the first person to begin the FULL BOARD    phase of game play.    Wall (of Tiles)

-   WALL of tiles refers to the three GAME Tiles a player randomly    selects from their FLAT of same-color Game tiles. A WALL of tiles is    when tiles are placed on-edge during game play, with the blank and    tally numerals side of the tile only visible to the player (FIG.    4C).    Goal of Game

-   The goal of WARIFU™ is to place five same-color GAME tiles in a    sequential row or column—and have their collective tally sum equal    to the tally numeral on the black & white tiles that flank both ends    of the sequential row or column (FIG. 7A).    Grid (of Squares)

-   GRID refers to the 49 squares outlined by small raised blocks on the    Game Board (FIG. 8A). The GRID dictates placement of the black and    colored tiles and prevents them from shifting during game play (FIG.    3A).    Corner Squares

-   CORNER squares are the four corner perimeter squares on the Game    Board Grid (FIG. 2A). Black CORNER tiles (FIG. 4A) are placed on    CORNER squares before game play. (FIG. 3A, 3B)    Frame Squares

-   FRAME squares are the 20 squares on the perimeter of the game board    GRID, in between the CORNER squares (FIG. 2A). Black FRAME tiles are    placed on the FRAME squares before game play (FIGS. 3B, 3C).    Center Squares

-   CENTER squares are the 25 squares enclosed by the FRAME squares    (FIG. 2A). Colored GAME tiles (FIG. 10A) are placed on CENTER    squares by players during game play (FIG. 3A).    Correct Move

-   CORRECT MOVE is when a player places a GAME tile on a CENTER square,    and the collective tally sum of all GAME tiles in the intersecting    row or column, is equal to or less than the white tally numeral that    flanks both ends of the intersecting row or column. (FIG. 6B)    Incorrect Move

-   INCORRECT MOVE is When a player places a GAME tile on a CENTER    square, and the collective tally sum of all GAME tiles in the    intersecting row or column, exceeds the white tally numeral that    flanks both ends of the intersecting row or column. (FIG. 6A)    Winning Move

-   WINNING MOVE is when a player places five sequential same-color GAME    tiles in a row or column, and the collective tally sum of all GAME    tiles in the intersecting row or column, equals the white tally    numeral that flanks both ends of the intersecting row or column.    (FIG. 7A)    Empty Board Move Rule

-   EMPTY BOARD MOVE RULE applies when there are one or more empty    CENTER squares on the game board. (FIG. 6C)    -   EMPTY BOARD MOVE is when a player places a GAME tile on an empty        CENTER square. CORRECT MOVE game rules apply.    -   If no empty CENTER squares exist on the game board—and all        squares are filled with GAME tiles—game play automatically        switches to FULL BOARD MOVE RULE game rules (FIG. 6D).        Full Board Move Rule

-   FULL BOARD MOVE RULE game rules apply when there are no more empty    CENTER squares on the game board. (FIG. 6D)    -   When the last CENTER square is filled with a GAME tile, and        there are no more empty Center squares, the order of game play        is altered, and the rule for placing tiles on the game board is        changed.    -   The player with the least amount of tiles in their STACK of        Tiles (FIG. 4D) is the first person to start FULL BOARD MOVE. If        there is a tie, the player to the right of the player who        started the initial board game, is the first player to start        FULL BOARD MOVE.    -   FULL BOARD MOVE is when a player removes an opponents GAME tile        from one of the CENTER squares—and replaces it with one of their        own GAME tiles (FIG. 6D). All other standard game rules apply.        WARIFU™ Game Rules:        Object of Game

-   The WARIFU™ game objective is to place five same-color GAME tiles in    a sequential row or column, and have the collective tally sum of all    five tiles equal to the white tally numeral on the black tile that    flanks both ends of the row or column as shown in FIG. 7A.    Winner of Game

-   The winner of the WARIFU™ game is the first player or team to make a    WINNING MOVE (FIG. 7A) and place five same-color GAME tiles in a    sequential row or column, and have the collective tally sum of all 5    tiles equal to the tally numeral on the FRAME tile that flanks both    ends of the sequential row or column (FIG. 7A).    WARIFU™ Champion

-   The first player or team to win three WARIFU™ games is the WARIFU™    CHAMPION.    Correct Move

-   CORRECT MOVE (FIG. 6B) is when a player places a GAME tile on a    CENTER square and the collective tally sum of all GAME tiles in both    the intersecting row and column (FIG. 6B) is equal to or less than,    the tally numeral on the FRAME tile that flanks both ends of the    intersecting row and column (FIG. 6B).    Incorrect Move

-   INCORRECT MOVE (FIG. 6A) is when a player places a GAME tile on a    CENTER square, and the collective tally sum of all GAME tiles in    both the intersecting row and column exceeds the tally numeral on    the FRAME tile that flanks both ends of the intersecting row and    column. Players may not make an INCORRECT MOVE during game play.    Empty Board vs Full Board    -   During EMPTY BOARD (FIG. 6C) game play, players take turns        placing one of their GAME tiles on an empty CENTER square (FIG.        6C) on the game board.    -   When all CENTER squares are filled with GAME tiles, players        switch to FULL BOARD MOVE (FIG. 2A) game play.    -   The player with the least number of tiles in their STACK of        tiles (FIG. 4D) begins is the FULL BOARD game play phase (FIG.        6D).    -   During FULL BOARD MOVE (FIG. 6D) game play, players remove one        of the opponents colored GAME tiles (FIG. 6D-a) from the Game        Board and replace it with one of their own colored GAME tiles        (FIG. 6D-b).        Forfeit Turn    -   Players automatically forfeit their turn if they cannot make a        CORRECT MOVE (FIG. 6B).    -   Players have the option of forfeiting their turn if it is to        their strategic game play advantage to not take a turn.    -   To forfeit a turn: players discard one Game tile from his/her        WALL of tiles (FIG. 4C) and place the removed Game tile with        tally numeral side-up in their STACK of tiles (FIG. 4D). The        player then randomly selects a new Game tile from his/her FLAT        of tiles (FIG. 4D) and adds the Game tile to his/her WALL of        tiles (FIG. 4C).        Penalty Call    -   If an opponent catches a player making an INCORRECT MOVE (FIG.        6A-a), then the player's GAME tile is automatically removed from        the game board and placed in the player's STACK of same-color        tiles (FIG. 4D), with no option for game play correction.        Players resume game play with the order of play unaltered.    -   If a row or column is discovered by a player(s) to have an        INCORRECT MOVE (FIG. 6A) and the perpetrator is unknown, the        whole row or column of GAME tiles is automatically removed from        the Game Board and placed in their respective player's STACK of        same-color tiles (FIG. 4D) with no option for game play        correction. The player who discovered the INCORRECT MOVE is the        first player to take a turn when game play resumes.        WARIFU™ Game Play Instructions        #1: Game Preparation

-   Remove the game board (FIG. 1A(3)) and game tiles (FIG. 1A(2)) from    the WARIFU™ game box (FIG. 1A) and place on a smooth, flat table    surface.    #2: Select Order of Play    -   WARIFU™ can be played with an even or odd number of players—in        combinations of 2 to 3 players or teams (pairs).    -   2 or 3 individual players sit evenly spaced around the game        board in order of play.    -   For teams, one player from each team sits around the game board        in order of play, then the second player from each team in        identical order of play sits clockwise after the first players.        #3: Select Player who Begins the Game    -   One FLAT (set) of colored GAME tiles (FIG. 4G) is placed numeral        side down on a flat surface and mixed around by a player.    -   Each player randomly selects a GAME tile from the FLAT of tiles        and turns it over.    -   The player with the highest tally numeral is selected to start        the first WARIFU™ game, with the person seated clockwise from        the first player going second, and so on. If there is a tie, all        players randomly select another tile from the FLAT of tiles, and        so on.        #4: Select Game Tiles    -   The person who is selected to begin the WARIFU™ game is the        first player to select a tangerine-orange, violet-purple or        lime-green set of GAME tiles (FIG. 10A) for game play.    -   Moving clockwise, the next player selects a set of Game tiles,        and so on.    -   For teams, one player from each team is responsible for        selecting the teams set of colored Game tiles.        #5: Select Level of Game Strategy    -   The numeric combination of GAME tiles players use during game        play impacts a player's game strategy and ease in winning a        game.    -   Refer to GAME TILE CHARTS (FIGS. 5A-5D) to select level of game        strategy: easy, challenging, difficult or complex.    -   The person who is selected to begin the WARIFU™ game must choose        the level of game play: easy (FIG. 5A), challenging (FIG. 5B),        difficult (FIG. 5C) or complex (FIG. 5D).    -   Once the level of play is selected, the combination of Game        tiles in each set is adjusted accordingly. Game tiles removed        from the set of tiles are stored in the Game Box during Game        play.        #6: Dividing and Mixing the Flat of Tiles    -   Each set of Game tiles to be used during game play is spread out        (no stacking) on the game table, with the tally numeral        side-down and the WARIFU™ name side-up, to create a FLAT of        tiles (FIG. 4G).    -   The opponent seated clockwise from each player is responsible        for mixing the player's FLAT of tiles, by sliding the tiles        around using fingers.    -   For teams, one player from each team is designated to mix an        opponent's FLAT of tiles.    -   After mixing the FLAT of tiles, players position the FLAT of        tiles next to their position at the game board table. For teams,        the FLAT of tiles is randomly divided into two equal FLATS of        Game tiles, and one-half of each FLAT of tiles is given to each        player on the team.        #7: Set-Up Game Board    -   Unroll the game board in the middle of the game play surface.        #8: Place Corner Tiles on Game Board

-   Place the 4 black CORNER tiles (FIG. 4A) on the four CORNER FRAME    squares (FIG. 7C).    #9: Select Level of Play    -   The WARIFU™ game can be customized for beginner (FIG. 5E),        intermediate (FIG. 5F) and advanced (FIG. 5G) player skill        levels. The location of the white tally numerals on the black        Frame tiles on the perimeter of the game board impacts the ease        of playability.    -   Black Frame tiles with matching white tally numerals must be        placed on Frame squares at opposite ends of each row and column        (FIGS. 3B, 3C).    -   Refer to the Frame Tile Chart to select level of game play:        beginner (5E), intermediate (5F), and advanced (5G).        #10: Sort the Frame Tiles by Tally Numeral    -   There are 20 black Frame tiles, two each with tally numerals 5,        6, 7 8, 9, 10, 11, 12, 13 and 14 (FIG. 12-B). To decipher the        tally numerals, refer to the TALLY NUMERAL CHART (FIG. 11D).    -   Separate the 20 black FRAME tiles into two groups:        -   FRAME tiles with tally numeral 5 (FIG. 11B(7))        -   FRAME tiles with tally numeral 10 (FIG. 11B(8))    -   Stack pairs of matching tiles and place in numeric order.        #11: Place Frame Tiles on Game Board    -   The player chosen to start the WARIFU™ game is responsible for        selecting the Frame Tile placement and the level of game play        from the Frame Tile Chart.    -   Use the designated FRAME TILE CHART (FIGS. 5E, 5F, or 5E) in        placing the FRAME tiles (FIG. 11B) on the Frame squares (FIG.        5B).    -   Seasoned WARIFU™ players have the option of not using the        WARIFU™ Frame Tile Chart and placing the FRAME tiles in any        combination on the Frame squares, as long as matching white        tally numerals are at opposite ends of each row and column        (FIGS. 3B, 3C).    -   Matching tally numerals are always placed at opposite ends of        the game board GRID from each other.    -   Orientation of the white tally marks on the black Frame tiles        must be consistent and be all vertical or all horizontal in        placement on their game board (FIGS. 3B, 3C).        #12: Review Game Rules and Glossary    -   Before game play begins, players should review the GLOSSARY OF        WARIFU™ TERMS (see Glossary of WARIFU™ Terms) and GAME RULES        (see Game Rules).        #13: First Player Starts the Game    -   First player randomly selects three GAME tiles (FIG. 4F) from        his/her FLAT of tiles (FIG. 4G).    -   Using the three selected Game tiles, the player creates a WALL        of tiles (FIG. 4C) with the tally numeral side only visible to        the player.    -   Player selects one GAME tile from his/her WALL of tiles and        places it on one empty CENTER square on the game board (FIG. 5A)        with the orientation of the black tally mark on the colored GAME        tile (FIG. 4F) matching the orientation of the white tally mark        on the black Frame tiles (FIGS. 3C, FIG. 3D) on the Game Board        (FIG. 6C).    -   GAME tiles must be placed on a CORRECT square on the game board,        as described in CORRECT MOVE (FIG. 6B).    -   After players complete their turn, they randomly select one tile        from their FLAT of tiles and add it to their WALL of tiles.    -   During game play a player always has three exposed tally        numerals to choose from.        #14: Second Player Takes a Turn    -   The player seated clockwise from the first player who started        the game, is the second player to take a turn.    -   Second player follows game play instructions listed above in        FIRST PLAYER #13.    -   Player seated clockwise to the second player repeats, and so on,        moving clockwise around the game table.    -   For pairs of players called Teams, one player from each team        takes a turn, then moving clockwise around the table, the second        player from each team takes a turn in the same sequential order.        #15: Empty Board vs Full Board Move    -   If there are one or more empty CENTER squares on the game board,        EMPTY BOARD MOVE game rules apply (FIG. 6C).        -   Players take turns placing one GAME tile on one empty CENTER            square.    -   If no empty CENTER squares exist on the game board, FULL BOARD        MOVE (FIG. 6D) game rules apply.        -   The player with the least amount of Game tiles in his/her            STACK of tiles (FIG. 4D) is the first person to start FULL            BOARD MOVE (FIG. 6D) game play.        -   Players take turns removing an opponent's colored GAME tile            from one of the CENTER squares (FIG. 6D(a)), and replacing            it with one of their own colored GAME tiles (FIG. 6D(b),            6D(c)) from their WALL of tiles (FIG. 4C).            #16: Correct vs Incorrect Move    -   CORRECT MOVE is when a player places a GAME tile on a CENTER        square (FIG. 6B(a)) and the collective tally sum of all GAME        tiles in both the intersecting row (FIG. 6B(c) and column (FIG.        6B(b)) is equal to or less than, the tally numeral on the black        FRAME tile that flanks both ends of the intersecting row (FIG.        6B(e)) and column (FIG. 6B(d)).    -   INCORRECT MOVE is when a player places a GAME tile on a CENTER        square (FIG. 6A(a)) and the collective tally sum of all GAME        tiles in both the intersecting row (FIG. 6A(e)) and column (FIG.        6A(b)) exceeds the tally numeral on the FRAME tile that flanks        both ends of the intersecting row (FIG. 6A(f) and column (FIG.        6A(c)). INCORRECT MOVE is not allowed during game play.        #17: Forfeit Turn    -   Players automatically forfeit their turn if they cannot make a        CORRECT MOVE (FIG. 6B).    -   Players have the option of forfeiting their turn if it is to        their strategic game play advantage to not take a turn.    -   To forfeit a turn: players discard one Game tile from his/her        WALL of tiles (FIG. 4C) and place the removed Game tile with        tally numeral side-up in their STACK of tiles (FIG. 4D). The        player then randomly selects a new Game tile from his/her FLAT        of tiles (FIG. 4G) and adds the Game tile to his/her WALL of        tiles (FIG. 4C).        #18: Penalty Call    -   If an opponent catches a player making an INCORRECT MOVE (FIG.        6A), then the player's GAME tile is automatically removed from        the same board and placed in the player's STACK of same-color        tiles (FIG. 4D), with no option for same play correction.        Players resume game play with the order of play unaltered.    -   If a row or column is discovered by a player(s) to have an        INCORRECT MOVE (FIG. 6A) and the perpetrator is unknown, the        whole row or column of GAME tiles is automatically removed from        the Game Board and placed in their respective player's STACK of        same-color tiles (FIG. 4D) with no option for game play        correction. The player who discovered the INCORRECT MOVE is the        first player to take a turn when game play resumes.        #19: Winner of Game    -   The winner of the WARIFU™ game is the first player or team to        complete a Winning Move (FIG. 7).    -   The winner of the WARIFU™ game places one SCORING tile (FIG. 4B)        that matches the color of his/her Flat of tiles (FIG. 4C) on one        black CORNER tile (FIG. 7C(a)) on the game board (FIG. 7((b)).        Each player/team designates one of the 4 Corner Tiles on the        Game board as the location to place their player/team Scoring        Tiles.    -   With each additional win, players pile their same-color SCORING        tiles one on top of the other on the designated Corner tile        (FIG. 7C(c)).        #20: WARIFU™ Champion    -   The first player or team to win three WARIFU™ games is the        WARIFU™ CHAMPION (FIG. 7C(c)).        #21: Begin New WARIFU™ Game    -   The person seated clockwise from the player who started the        first game begins the second WARIFU™ game.    -   The player who starts the second game has the option of changing        the placement of Frame tiles using the FRAME TILE CHART (FIGS.        5E, 5F, 5G) and combination of player Game Tiles using the GAME        TILE CHART (FIG. 5A-5D).    -   Repeat for all new WARIFU™ games.        WARIFU™ Game Box        Description:    -   Rectangle WARIFU™ Game Box reflects the shape and style of a        Japanese treasure box. (FIG. 9A)    -   Bamboo-wood or premium deep density cardboard box (FIG. 9A) with        overhanging lid (FIG. 9C) that lifts off (FIG. 9D(4)) to reveal        the base of game box with compartments to store game components        (FIG. 9D(6)).    -   Eight interior compartments (2″ W×4¾″ L) at base of game box        organizes and stores the WARIFU™ game pieces (FIG. 9D(6)).    -   Sturdy plastic-slatted black WARIFU™ game board is rolled-up and        stored on top of WARIFU™ game pieces inside box (FIG. 9B(5)).        Preferred Game Box Specifications:    -   Bamboo-wood Box Lid Exterior Dimensions: 18½″ L×6¼″ W×2¾″ H (Box        Lid Interior: 18″ L×5¾″ W×2½″ H)    -   Bamboo-Wood Box Base Exterior Dimensions: 17¾″ L×5½″ W×3″ H (Box        Base Interior: 17¼″ L×5¼″ W×2¾″ H)    -   Bamboo-Wood Closed Box Dimensions: 18½″ L×6¼″ W×4″ H        WARIFU™ Game Board        Description:    -   Square bamboo-slated (FIG. 8A) or plastic-slated black mat that        lays flat during game play (FIG. 1C) and can be rolled-up for        compact storage (FIG. 1A(c)).    -   The 17 bamboo-slats are attached together to make a smooth        playing surface by five black strips of sturdy fabric evenly        spaced, running perpendicular to the slats, and glued to the        underside of the slats (FIG. 8B).    -   The 17 plastic-slats are attached together by five flexible        wires running perpendicular through the center of the slats and        secured with a knot at opposite ends.    -   The game board surface has a grid of 49 squares (FIG. 8A) with        the Frame and Corner squares (FIGS. 5A, 5B) outlined by small        purple raised blocks (FIG. 8A(a)) and the Center squares (FIG.        5C) outlined by black raised blocks.    -   The grid is placed in a diamond pattern (FIG. 8A(c)) making it        easier for players to pick up their square game tiles (FIG.        8A(d)) from its side.    -   The Game Board Grid dictates placement of the game pieces and        prevents them from shifting during game play (FIG. 7A).        Preferred Game Board Specifications    -   Square Game Board: (FIG. 8A) 17″ L×17 W× 3/16″ D    -   Game Board Slat: 17″ L×1″ W× 3/6″ D    -   Total Slats: 17    -   Game Board Rolled-Up: (FIG. 8C) 17″ L×4¾″ W×1½″ H    -   Game Board Grid: (FIG. 8A) The raised blocks are centered on        each slat and spaced 1″ wide in both directions. It creates a 47        diamond-shaped grid that secures the 1¾″ square game piece in        place. Extra purple blocks are placed to highlight the four        perimeter corners and perimeter squares to help identify the        location of the Frame tiles.        Black WARIFU™ Game Pieces        Description:    -   Square, two-sided, solid-colored, plastic game tiles with        recessed tally numerals and text (FIGS. 11A-11C).    -   Twenty Black Frame Tiles with recessed white tally numerals on        the front side (FIG. 11B) and recessed white WARIFU™ name on the        back side (FIG. 11C).    -   Four Black Corner Tiles with recessed tri-color WARIFU™ name on        both sides of tile (FIG. 11A).        Game Piece Specifications    -   Shape: Square—1¾″ W×1¾″ L×¾″ H    -   Material: solid molded plastic    -   Weight: similar to a domino    -   Solid Game Piece Colors: black        Colored WARIFU™ Game Pieces        Description:    -   Square, two-sided, solid-colored, plastic game tiles with        recessed tally numerals and text.    -   24 tangerine-orange, 24 violet-purple and 24 lime-green        solid-colored plastic square Game tiles (FIG. 10A) with six        blank, six tally #1, four tally #2, four tally #3, and four        tally #4 recessed tally numerals on the front side (FIG. 10B),        and all tiles having recessed black WARIFU™ name on the back        side (FIG. 10C).    -   3 tangerine-orange, 3 violet-purple and 3 lime-green Scoring        Tiles with black borders and recessed black WARIFU™ game name on        both sides of Scoring tiles (FIG. 10E).        Game Piece Specifications    -   Shape: square—1¾″ W×1¾″ L×¾″ H    -   Material: solid molded plastic    -   Weight: similar to a domino    -   Solid Game Piece Colors:        -   Tangerine orange        -   a Lime green        -   Violet purple

As noted above, the present game may be implemented as a computer ssoftware game for play on electronic and computer apparatuses.Specifically, the described physical game pieces in be simulated insoftware for play and viewing on an electronic display screen (LCD, LED,CRT, etc.) just as the physical embodiment is played. The game may beplayed on a single device, or via a network and/or wireless connectionto allow multiple parties to play each other over the network and/orwireless connection.

Portions of the present invention may be conveniently implemented usinga conventional general purpose or a specialized digital computer ormicroprocessor programmed according to the teachings of the presentdisclosure, as will be apparent to those skilled in the computer art.Appropriate software coding can readily be prepared by skilledprogrammers based on the teachings of the present disclosure, as will beapparent to those skilled in the software art. The invention may also beimplemented by the preparation of application specific integratedcircuits or by interconnecting an appropriate network of conventionalcomponent circuits, as will be readily apparent to those skilled in theart based on the present disclosure.

The present invention includes a computer program product which is astorage medium (media) having instructions stored thereon/in which canbe used to control, or cause, a computer to perform any of the processesof the present invention. The storage medium can include, but is notlimited to any type of disk including floppy disks, mini disks (MD's),optical discs, DVD, CD-ROMS, CD or DVD RW+/−, micro-drive, andmagneto-optical disks, ROMs, RAMs, EPROMs, EEPROMs, DRAMs, VRAMs, flashmemory devices (including flash cards, memory sticks), magnetic oroptical cards, SIM cards, RAID devices, remote datastorage/archive/warehousing, or any type of media or device suitable forstoring instructions and/or data.

Stored on any one of the computer readable medium (media), the presentinvention includes software for controlling both the hardware of thegeneral purpose/specialized computer or microprocessor, and for enablingthe computer or microprocessor to interact with a human user or othermechanism utilizing the results of the present invention. Such softwaremay include, but is not limited to, device drivers, operating systems,and user applications. Ultimately, such computer readable media furtherincludes software for performing the present invention, as describedabove.

Included in the programming (software) of the general/specializedcomputer or microprocessor are software modules for implementing theteachings of the present invention, including, but not limited to,creating the game board and game pieces, and providing a playenvironment equivalent to the physical game.

In one embodiment, the present invention or portions of the presentinvention operate on a processing device in a portable electronicdevice, such as a hand held game device, cell phone, or PDA. In oneembodiment, steps of the invention or portions of the invention areembodied in processor readable code on a SIM card that may be installedin a card slot in the portable electronic device. The SIM cardcomprises, for example, a set of computer readable instructions that,when loaded into a processor of a portable device, cause the processorto perform the steps of creating the game board and game pieces, andproviding a play environment

Those skilled in the art will appreciate that various adaptations andmodifications of the just described preferred embodiments can beconfigured without departing from the scope and spirit of the invention.Therefore, it is to be understood that, within the scope of the appendedclaims, the invention may be practiced other than as specificallydescribed herein.

What is claimed is:
 1. A method of playing a board game, the game boardcomprising M rows and N columns, the method comprising: placing a CornerTile at each of four corners of the game board; placing a Frame Tile,the Frame Tile having an indicia of a numeral, on a first end of each ofthe second through M−1 rows; placing a Frame Tile on a second end ofeach of the second through M−1 rows, wherein the indicia of a numeral onthe Frame Tile for each second end of each row matches the indicia of anumeral on each of the respective Frame Tiles on the first end of eachof the second through M−1 rows; placing a Frame Tile, the Frame Tilehaving an indicia of a numeral, on a first end of each of the secondthrough N−1 columns; placing a Frame Tile on a second end of each of thesecond through sixth rows, wherein the indicia of a numeral on the FrameTile for each second end of each row matches the indicia of a numeral oneach of the respective Frame Tiles on the first end of each of thesecond through N−1 columns; assigning a unique set of Game Tiles to eachplayer or team; each player or team in turn placing a Game Tile from theunique set on a playing square, each playing square comprising a spacein rows two through M−1 and columns two through N−1, each Game Tilehaving an indicia of a numeral; and each player or team continuing inturn to place Games Tiles on playing squares until one player or teamhas placed its respective Game Tiles completely filling the playingsquares on any row or column, such that a sum of the indicia of thenumbers on the Game tiles in the playing squares matches the indicia ofa numeral on the Frame Tiles located at either end of the row or column.2. The method of claim 1, wherein if there are no more empty playingsquares, a player or team removes an existing Game Tile from a squareand places a new Game Tile in that square.
 3. The method of claim 2,wherein the Frame Tiles have an indicia of a numeral from 5 to 15,inclusive.
 4. The method of claim 3, wherein the Game Tiles have anindicia of a numeral from 0 to 4, inclusive.
 5. The method of claim 3,wherein the Game Tiles have an indicia of a numeral from 0 to 4,inclusive.
 6. The method of claim 4, wherein a player can only place aGame Tile in a square if the sum of the indicia of numerals of the GameTiles in a row or column is less than or equal to the indicia of numeralon the Frame Tiles on either end of the row or column.
 7. The method ofclaim 4, wherein a player can only place a Game Tile in a square if thesum of the indicia of numerals of the Game Tiles in a row or column isless than or equal to the indicia of numeral on the Frame Tiles oneither end of the row or column.
 8. The method of claim 6, wherein if aplayer or team cannot make a valid move on the game board, the player orteam forfeits its turn.
 9. The method of claim 6, wherein if a player orteam cannot make a valid move on the game board, the player or teamforfeits its turn.
 10. The method of claim 1, wherein M equals 7 and Nequals 7, such that 5 Frame Tiles are placed at the first end and secondend of each row and column.
 11. A method of playing a board game, thegame board comprising 7 rows and 7 columns, the method comprising:placing a Corner Tile at each of four corners of the game board; placinga Frame Tile, the Frame Tile having an indicia of a numeral 5 to 15inclusive, on a first end of each of the second through sixth rows;placing a Frame Tile on a second end of each of the second through sixthrows, wherein the indicia of a numeral on the Frame Tile for each secondend of each row matches the indicia of a numeral on each of therespective Frame Tiles on the first end of each of the second throughsixth rows; placing a Frame Tile, the Frame Tile having an indicia of anumeral 5 to 15 inclusive, on a first end of each of the second throughsixth columns; placing a Frame Tile on a second end of each of thesecond through sixth rows, wherein the indicia of a numeral on the FrameTile for each second end of each row matches the indicia of a numeral oneach of the respective Frame Tiles on the first end of each of thesecond through sixth columns; assigning a unique set of Game Tiles toeach player or team, each Game Tile having an indicia of a numeral 0 to4 inclusive; each player or team in turn placing a Game Tile from theunique set on a playing square, each playing square comprising a spacein rows two through six and columns two through six, each Game Tilehaving an indicia of a numeral; and wherein a first player or team toplace its Game Tiles completely filling the playing squares in any rowor column, such that a sum of the indicia of numerals on the Game Tilesin a row or column equals the indicia of a numeral on the Frame Tile ateither end of the row or column, wins the game.
 12. A method of playinga board game, the game board comprising: M rows and N columns; a CornerTile located at each of four corners of the game board; a Frame Tile,the Frame Tile having an indicia of a numeral, located on a first end ofeach of the second through M−1 rows; a Frame Tile located on a secondend of each of the second through M−1 rows, wherein the indicia of anumeral on the Frame Tile for each second end of each row matches theindicia of a numeral on each of the respective Frame Tiles on the firstend of each of the second through M−1 rows; a Frame Tile, the Frame Tilehaving an indicia of a numeral, located on a first end of each of thesecond through N−1 columns; a Frame Tile located on a second end of eachof the second through sixth rows, wherein the indicia of a numeral onthe Frame Tile for each second end of each row matches the indicia of anumeral on each of the respective Frame Tiles on the first end of eachof the second through N−1 columns; the method comprising: assigning aunique set of Game Tiles to each player or team; each player or team inturn placing a Game Tile from the unique set on a playing square, eachplaying square comprising a space in rows two through M−1 and columnstwo through N−1, each Game Tile having an indicia of a numeral; and eachplayer or team continuing in turn to place Games Tiles on playingsquares until one player or team has placed its respective Game Tilescompletely filling the playing squares on any row or column, such that asum of the indicia of the numbers on the Game tiles in the playingsquares matches the indicia of a numeral on the Frame Tiles located ateither end of the row or column; wherein a first player or team to placeits Game Tiles completely filling the playing squares in any row orcolumn, such that a sum of the indicia of numerals on the Game Tiles ina row or column equals the indicia of a numeral on the Frame Tile at anend of the row or column wins the game.
 13. The method of claim 12,wherein if there are no more empty playing squares, a player or teamremoves an existing Game Tile from a square and places a new Game Tilein that square.
 14. The method of claim 12, wherein the Frame Tiles havean indicia of a numeral from 5 to 15, inclusive.
 15. The method of claim12, wherein M equals 7 and N equals 7, such that 5 Frame Tiles areplaced at the first end and second end of each row and column.